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Update 1 Hotfix

We should really stop working on this game this week, but Betu and I are seriously addicted! :O

A few nasty bugs that should not make their way into the first weekend have been fixed.

We have been talking with you and Valve regarding the Steam Cards. We have requested a change in several different channels, and even though most of what we’ve been told was that “It’s not possible”, apparently card drops are working now.

We don’t know if Valve may revoke the card drops or if it’s all right, so please don’t get mad at us if they do. We are honestly trying our best to solve this issue.

Also, we played the game a lot here at Indie House Brasília last night, and I’m convinced that my combat rebalance at the end of the Beta was a little too hardcore. So I’m reducing enemy damage across the board to make it more accessible to more people.

READ BEFORE HATING: We’re not trying to make the game more casual. We believe “Adventure Mode” should offer a gentler difficulty curve, but a VERY hardcore challenge will wait for you all in Endless mode. So if you think the game is easy now, just you wait. :-)

As usual, I’d like to remind you to follow development in real time at our public board: https://trello.com/b/nM8TWNBR/relic-hunters-zero-open-source

Have a fun weeked!

~Mark
Reach me on Twitter @markventurelli

*Gameplay*
Reduced enemy damage by 20% across the board;
Increased Pinkyy's starting Shields from 40 to 50

*Art*
Increased the size of Ass' speech balloon and increased line spacing to fit Japanese localization;
Added Kami Kage destruction animation
Added a transparency to the speech balloons when you walk behind them

*Fixes*
Fixed a bug where the gamepad auto-aim would trigger when it shouldn't, and not trigger when it should;
Fixed a bug where the Stage teleporter would report missing items, but the Shop would be empty;
Fixed a bug where a recently-digged Relic piece would appear for sale on the Shop;
Exit arrow now properly blends with the background and appears only after a few seconds;